• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
CoffeeCoder

Any good resources on creating isometric tilesets?

8 posts in this topic

Hi everyone, 

I was wondering if anybody might know of some good resources on making isometric tilesets? I have an idea for an isometric game, but I can't really find anything on creating isometric tiles without using a 3D program like Blender. Granted, I might go that route anyway for the pre-rendered look, but I really want to try creating them by hand first!

If anyone knows of some good tutorials or articles on the subject, I'd be very happy to see them. Google just isn't doing much for me right now, so I'm hoping someone here can help me out! smile.png

Thanks, all!

EDIT: I did some more intense Googling, and found some decent stuff. http://www.angelfire.com/rpg2/vertexnormal/tutorials/tile_tutorial.html looks good, as well as this ridiculously easy one in GIMP! http://www.stankirdey.com/content/how-make-isometric-tile-using-gimp-28-moment

Edited by YodamanJer
0

Share this post


Link to post
Share on other sites

All depends on the look you want, hand painting looks different from photo tiles which looks different from rendering say displacement maps.     

It also depends on how "quasi-3d" you want your isometric, is it all flat floor tiles, or does it have high levels and even rastered shadows?

 

Isometric these days could even come with some global illumination calculation!

 

I dont know if im helping or not :)  Just describe what kind of effect are you after?

0

Share this post


Link to post
Share on other sites

Hi! I was after a design similar to city-simulation games of the 1990s, like so:

Pharaoh-Enhancement-Pack_1.jpg

So it would definitely be "quasi-3D", or pseudo-3D, that I'm looking for. :)

0

Share this post


Link to post
Share on other sites

You could just make regular tiles and rotate the scene for the whole scene perspective that you want.  This would make generating artwork much easier and would make modifying existing tiles much easier.

0

Share this post


Link to post
Share on other sites

You could just make regular tiles and rotate the scene for the whole scene perspective that you want.  This would make generating artwork much easier and would make modifying existing tiles much easier.

 

You'll have to keep in mind that they are going to be rotated, otherwise some of your tiles will look flat:

 

i3f.png

Nice flowers sticking out of the grass.

 

cuf.png

Oops, now they look flat and painted on.

 

"Up" is no longer the top of the user's monitor, and the shading is wrong. I think I'd rather A) make the game 3D with just an isometric camera angle or B) draw the tiles already in a diamond shape instead of trying to do my shadows sideways.

You could also not have any tiles that stick up off the ground, and instead draw every "sticking up" image as oriented normally. But you'd then have to draw even normal level geometry like pillars and trees as freely-placed sprites - which isn't bad, but something to be aware of.

 

Not to mention taking a 2D tile and rotating it, the pixels will not be as crisp because the texture's pixels will fall between the monitor's pixels, and it'll have to calculate and guess at the right colors, mixing and slightly blurring them (as also noticed in the second image).

 

Converting from one rotation to a rotation that isn't exactly 90 degrees (isometric is nearer to 45 degrees) results in a less-than-perfect appearance, in my opinion.

2

Share this post


Link to post
Share on other sites
Not to mention taking a 2D tile and rotating it, the pixels will not be as crisp because the texture's pixels will fall between the monitor's pixels, and it'll have to calculate and guess at the right colors, mixing and slightly blurring them (as also noticed in the second image).

 

It's very obvious now that you pointed this out, thanks.  I'll be more careful with theory vs. what I have experience with.

2

Share this post


Link to post
Share on other sites

No prob, and it wasn't a bad idea, it just (like any idea) has side-effects to take into consideration.

Speculation on solutions is very valuable - it's how innovation occurs.

2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0